Wildstar Launch Thread - Server: Stormtalon | Faction: Dominion

Lost Ranger_sl

shitlord
1,027
4
Sorry, you might subscribe to the no child left behind style of thinking but I don't. This is a hobby for all of us, and something we do in our free time. I don't know, or care how you view it, but I value my free time. I'd rather spend it with folks like Tuco and PRX instead of people like Tad10 who failed at doing 2 man dungeons in DC Universe.
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Asherah

Silver Knight of the Realm
292
41
I have no problems with nice folks who are just not very good at the game. I just don't think I should be forced to play with them because everything is shrouded in secrecy. Its nothing personal. I just prefer to spend my time online playing with people who share the same goals, and views on gaming that I do. Meters have let people do just that.

I'm sorry if that means average players don't get invited to cutting edge content anymore.
I don't really have a problem with these kinds of players not getting invited to top guilds. That's fine. The problem is that unless the guild is exceedingly casual, people will look at the DPS meters when you don't make the enrage timer and if people are "under performing" they will feel bad about even if they are not called out for it.

It's a difficult problem. The casual players generally have more fun if the raids are relatively easy. The hardcore players generally have more fun if the raids are hard. If hard raids have better rewards the casuals will feel forced to try to do them and have less fun. If they don't, the hardcores will feel that they don't get rewarded for their skill/hard work.
 

Tarrant

<Prior Amod>
16,146
9,615
If you want to experience top end content but don't want to have to be held accountable for holding your own weight compared to the same load others are carrying....then form a group of like minded players and try it. But don't get all mad though at those who don't want to do that and don't want people who feel that way in their raids.

Otherwise you're being hypocritical.
 

Lost Ranger_sl

shitlord
1,027
4
Yeah it doesn't have a simple solution unfortunately. James I think it was once had a good idea about raids having a "Lore Mode". Basically they get to see all the content doing fun, friendly raids but without the rewards. Difficulty settings are likely the way the industry is going so I'd still like to see that tried.
 

Madsapper

Bronze Knight of the Realm
147
14
Yeah, games are serious business.
Is the above in response to the below?

I have no problems with nice folks who are just not very good at the game. I just don't think I should be forced to play with them because everything is shrouded in secrecy. Its nothing personal. I just prefer to spend my time online playing with people who share the same goals, and views on gaming that I do. Meters have let people do just that.

I'm sorry if that means average players don't get invited to cutting edge content anymore.
 

Caeden

Golden Baronet of the Realm
7,774
13,058
Yeah it doesn't have a simple solution unfortunately. James I think it was once had a good idea about raids having a "Lore Mode". Basically they get to see all the content doing fun, friendly raids but without the rewards. Difficulty settings are likely the way the industry is going so I'd still like to see that tried.
That's LFR. The epics are merely to pat them on the head and give them an ice cream cone. I'd love to see them knock the gear to blue color or 20ilvls below raid gear.
 

Asherah

Silver Knight of the Realm
292
41
That's LFR. The epics are merely to pat them on the head and give them an ice cream cone. I'd love to see them knock the gear to blue color or 20ilvls below raid gear.
LFR gear is currently 502 while normal level gear is 522. Also, I don't think the color of an item has any impact on the amount of stats it has anymore (but I could be wrong).
 

Caeden

Golden Baronet of the Realm
7,774
13,058
LFR gear is currently 502 while normal level gear is 522. Also, I don't think the color of an item has any impact on the amount of stats it has anymore (but I could be wrong).
Shows how well my currently casual ass pays attention to gear ilvl anymore. I basically just play and do all mastery and fix my dodge and parry half assedly to run lfr.
 

Lithose

Buzzfeed Editor
25,946
113,041
Sorry, you might subscribe to the no child left behind style of thinking but I don't. This is a hobby for all of us, and something we do in our free time. I don't know, or care how you view it, but I value my free time. I'd rather spend it with folks like Tuco and PRX instead of people like Tad10 who failed at doing 2 man dungeons in DC Universe.
tongue.png
Honestly, this is why I like big raids AND I liked the original WoW's "non uniformed" Raid/Group design. What I mean by that is that there were so many non-overlapping buffs, debuffs and auras that group set up, and even group placement (Like physically making sure one group stayed by one caster) could have a decent effect on your groups DPS/Resists and efficiency.

This, combined with the raid leader being able to select special jobs for boss moves (Like who X boss would charge to, or who gets the bomb), really allowed for a big part of the overall difficulty of raiding to be placed on a small, core group within a guild...And the rest of the players, the famed "fat" of most guilds, were just there as buff bots, DPS support and mana regen/extra healing. They weren't ESSENTIAL to the fight going well--but their presence and hitting their buttons was essential to your team having enough resources to kill the boss (They were the boots of an army).

It created a pretty good delineation between needing skill in your core group, and needing just "bodies" to fill the raid. This really felt like it allowed them to tweak difficulty (Up until Nax) to where they could make things harder, but keep it so a big chunk of your raid could be somewhat casual in their involvement of the game--or their skill. Looking back, it was nice that I could raid with our resident pot head, or our soccer mom--they were nice people, and fun to have on the raid. They weren't great players, but I didn't need them for that...I had a core group of great players to actually beat the boss. The pot head/Soccer mom were there for their buffs, extra DPS or to toss out hots to keep people stable so the big healers could burn mana in clutch situations.

Certain bosses went against this, like the asshole who attacked random people in Black Temple--but for the most part, I thought it was a great design. But they slowly changed it, by making it so it really didn't matter how you designed groups, and you needed less people, so every person had greater responsibility and you had less control over random boss targets (And they became even more brutal, so any weak players became liabilities because not only did they die, but everyone around them did as well--and your tank, because fuck you, the only switch we have to make the game harder is increase the ass rape on random moves.)

In a lot of ways, WoW's big push to make raiding more accessible, actually lead to most mid level guilds being unable to take more casual players--It was ironic, but making it easier to raid, made it harder to actually get INTO raids for a vast majority of the bad players in WoW (Which was most, if not all of them). I mean, sure, before the big raid change, very few players saw the "end game"...But almost everyone was at least in a raiding guild that was progressing, even if it was the last tier. The changes to raid design (And item design, like obsolete of previous tiers) killed that ability for "poor" players to hop into decent guilds and progress (Because there literally was no room for "fat" in the smaller raids AND doing the "last tier" became obsolete)--and I thought that was a shame. (Things DID need to be tweeked, but I think it all went in the wrong direction.)

It also lead to "difficulty switches". Without that organic method of allowing bad players to help and support good ones--Blizzard needed to literally have a "terrible mode" switch just to let people see content. That switch just hollows out the experience though. The design they had before, where more of the difficulty was about strategy/organization, I believe, should have been explored further. It's always good when a game encourages different types of players (Social/Hardcore/PvP ect) to group together and rely on each other.

Anyway, so it makes me happy hearing that they are designing 40 mans, and NOT having "size" switches.
 

xzi

Mouthbreather
7,526
6,763
I'd just like to point out this thread for the last two or so pages:
http://www.rerolled.org/showthread.p...d-hire-me-STAT

And aside from that; actual stuff about Wildstar! ..hooray that there are 40 mans, hooray that there are 20 mans! Yay! Content!

Also - I was looking through a few older threads and found some artwork for housing, and they seem to be different per race. I definitely dig em currently, I hope to see some more. I assume this is also relevant to the racial cities, but I'm hoping they do seperate styles like this for actual player housing as well.
http://wildstar-central.com/index.ph...-artwork.1753/

aNZa50l.jpg

GgIDYha.jpg

ckvFY2R.jpg

SRBIpFd.jpg
 

shabushabu

Molten Core Raider
1,411
188
The beta submit button are broken.
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Eh, it worked although it said it didn't.
Yes after checking my email i have been hitting submit on that button since 2011 it seems ( maybe 5 times ) and I have not gotten invite.

wtf.
 

Pancreas

Vyemm Raider
1,139
3,841
Ok so dregg are the undead exile race. Looks like that got leaked?

Some design shit found below:
As for fixed raid sizes, I dislike them. You don't even need to scale content, just limit resources or loot dropped from a boss like someone said. That will cause people to want to kill things with fewest people possible.

To get rid of lockout timers, you get rid of fixed respawns. Have a sort of monster machine program that generates constrained monster types (dragon, demon, demi god, human, fluffy bunny), with some random properties and combat skills. The resources dropped depend on boss type and number of mods/level/ luck ect.

Let creatures populate the world in a semi random fashion. Certain monster Types correlate to certain terrain types.

This only works for a sandbox style game. But that is how you would get rid of those constraints (raid size and lockout timers).

And to encourage variety in end game, multiple viable paths need to exist, and trade offs between those paths should exist. So heavy slow hitter, versus fast light hitter ect. Let people go after multiple styles of gameplay, maybe some optimal balances will be found, but chances are there will be more than one decent build for each class.
 

xzi

Mouthbreather
7,526
6,763
Another ZAM article, this time about PvP! It's not a whole lot, and unfortunately doesn't cover Warplots yet, but hey it's something right?

http://www.zam.com/story.html?story=32258

Some notable deets:

  • PvP Stats, so far only + damage to players and +defense from players are planned
  • Web leader boards
  • Battlegrounds are geared around 10v10 to 15v15 - arenas are still small team related - warplots are still raid sized
  • Plans for future spectator modes and support for shoutcasting (but won't make it at launch)
 

Delly

Trakanon Raider
3,010
671
Another ZAM article, this time about PvP! It's not a whole lot, and unfortunately doesn't cover Warplots yet, but hey it's something right?

http://www.zam.com/story.html?story=32258

Some notable deets:

  • PvP Stats, so far only + damage to players and +defense from players are planned
  • Web leader boards
  • Battlegrounds are geared around 10v10 to 15v15 - arenas are still small team related - warplots are still raid sized
  • Plans for future spectator modes and support for shoutcasting (but won't make it at launch)
There are always plans for spectator modes.. forever plans.
 

xzi

Mouthbreather
7,526
6,763
There arealwaysplans indeed, but at least they said it will be post-launch. Not lying is a start to something great. lmfao. That's sad.